ive made a div, that follow cursor location for debug… Look video pls…[video]https://youtu.be/DZnZSajxQ_k[/video]
[QUOTE=stunder;353407]
ive made a div, that follow cursor location for debug… Look video pls…[video]- YouTube
You may have to do some math for find the proper X,Y coords of the mouse.
If you’re using the basic HUD provided with BLUI, it’s using the X,Y from the editor window, which is what’s causing the weird position error.
BLUI is not responsible for mouse position. It simply takes in X,Y coords. It’s up to you to calculate the correct ones from your player controller
i dont know why this way, but i made this way: mousecoordinates=mousecoordinates-mousecoordinates/3 and it works
Also, when i click my cursor becomes crosshair, do u know how to fix it? I see only one way - disable cursor image and make my own that follor cursor location
[QUOTE=stunder;353444]
i dont know why this way, but i made this way: mousecoordinates=mousecoordinates-mousecoordinates/3 and it works
This is ****, guys, you need to get viewport scale and multiply this value on ur X and Y position. Gl all!
[QUOTE=;353174]
Mobile is currently not supported, sorry!
Well that’s fine. Was looking for an inGame browser. Guess Objective C is the way to go for now. Great plugin by the way .
@ - How does this handle a self-signed ssl certificate? Will it fail to load the page, present an error, or just load the page as normal?
Thanks
[QUOTE=;354548]
@ - How does this handle a self-signed ssl certificate? Will it fail to load the page, present an error, or just load the page as normal?
Thanks
I believe it will show a warning. Self signed certs need to be installed into the client’s operating system to be recognized as trusted. There are parameters you can add to Chromium’s launch options that allow self signed certs. But I’d recommend against that for user safety. All in all if you’re handling info that needs to be encrypted via SSL, it’s better to purchase a valid one from a trusted CA.
[QUOTE=;354607]
I believe it will show a warning. Self signed certs need to be installed into the client’s operating system to be recognized as trusted. There are parameters you can add to Chromium’s launch options that allow self signed certs. But I’d recommend against that for user safety. All in all if you’re handling info that needs to be encrypted via SSL, it’s better to purchase a valid one from a trusted CA.
Cool man … thanks. Was going to just use a self-signed certificate during development but I might as well do it properly now. Thanks again.
@: Another quick question, I used your latest version and it packaged perfectly in Windows, but when I use the cross-compile chain and packaged the Linux version it didn’t seem to package the libCef.so file (and probably others).
Where should I place these files?
Are they supposed to be packaged automatically or is it still a manual process?
Did I do something stupid?
Thanks
[QUOTE=;355833]
@: Another quick question, I used your latest version and it packaged perfectly in Windows, but when I use the cross-compile chain and packaged the Linux version it didn’t seem to package the libCef.so file (and probably others).
Where should I place these files?
Are they supposed to be packaged automatically or is it still a manual process?
Did I do something stupid?
Thanks
Linux still needs to be manually packed (for now) all shipping files just need to sit next to the game’s executable
[QUOTE=;355998]
Linux still needs to be manually packed (for now) all shipping files just need to sit next to the game’s executable
Hi … okay do you mean these shipping files:
[QUOTE=;356056]
Hi … okay do you mean these shipping files:
My appologies! It seems I fogot to include Linux shipping binaries in the latest release!
I’ve just fixed that now, so you can grab the 3.1 release here: https://github.com//BLUI/releases/tag/3.1
The binaries are in the folder: ThirdParty\cef\Linux\shipping
Sorry about that!
Hello!
First of all, amazing work! It will be really quicker for me to implement some HUD parts/in-game apps in web format rather than with UMG!
I tested the 2.6 version some months ago and I am willing to test the 3.1. Is the simple setup up to date with version 3.1?
Thanks, and keep it up!
[QUOTE=;356082]
My appologies! It seems I fogot to include Linux shipping binaries in the latest release!
I’ve just fixed that now, so you can grab the 3.1 release here: https://github.com//BLUI/releases/tag/3.1
The binaries are in the folder: ThirdParty\cef\Linux\shipping
Sorry about that!
Cool man … thought I was going mad. All working now, thanks for the help. I am still working on the best place to put your logo in the game, I haven’t forgotten to do it. 8-}
Get Material Instance - Not available
*EDIT: I believe I am actually confused. I may need to use “set brush from texture” rather than “set material”… *
EDIT 2.0: I needed to construct a Dynamic Material Instance… and pipe that “get texture” to the parameter “blutexture”… success
work! I have been experimenting with this for a little bit, first back in April and now. The new release (3.1) is very promising. I am stuck at one point though now that GetMaterialInstance is depreciated, I’m trying to figure out how to connect the Blueye variable to the Set Material at the end of the chain. I think I saw in one of your images behind a menu that you are using the “get texture” node now, but I’m at a loss on how to connect this. Please put me back on track, thanks!
Hi .
Do you have any more specific directions on the CloseBrowser() node ?
When I call it, an assertion is lifted in UObject::BeginDestroy() on line 543:
// Sanity assertion to ensure ConditionalBeginDestroy is the only code calling us.
if( !HasAnyFlags(RF_BeginDestroyed) )
{
}
Hi ,
Do you have any idea how to get Select -> Option drop down lists to work in CEF? As every time I use them the application crashes. I am pretty certain it is a CEF problem.
My google searches do not show any good results.
Thanks.
I’m trying to figure out how to get 3.1 working with a UMG widget and I’m not having much luck. There doesn’t seem to be much documentation available, so maybe somebody here can help me.
Here is what I have now:
](http://new.tinygrab.com/37897525d4ca4310da33fa3a96b80fadd5f53e5a68.png)If I use a different texture than my widget shows up fine (in full screen) so I don’t think there is a problem with the widget stuff. With the Blui code I’m simply seeing nothing at all, but the logs do indicate that its opening the specified URL.
[QUOTE=Brandon Wamboldt;360202]
I’m trying to figure out how to get 3.1 working with a UMG widget and I’m not having much luck. There doesn’t seem to be much documentation available, so maybe somebody here can help me.
Here is what I have now:
](http://new.tinygrab.com/37897525d4ca4310da33fa3a96b80fadd5f53e5a68.png)If I use a different texture than my widget shows up fine (in full screen) so I don’t think there is a problem with the widget stuff. With the Blui code I’m simply seeing nothing at all, but the logs do indicate that its opening the specified URL.
Make sure you are running the BLUI tick every tick inside your game mode